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Messages - squidgetx

Pages: 1 ... 81 82 [83] 84 85 ... 123
1231
TI Z80 / Re: Axe Raycaster
« on: December 03, 2010, 06:09:40 pm »
holy...... :o how did you do that?

1232
TI Z80 / Re: Axe Raycaster
« on: December 03, 2010, 06:06:05 pm »
Actually worked on this quite a bit today: I've added shading according to distance and lengthened your line of sight. I've also located the bug that may cause some of the distortion but I haven't managed to fix it yet :P

1233
TI Z80 / Re: Simul v1.0
« on: December 03, 2010, 02:00:05 pm »
^good thing my school blocks youtube ;)

Papijump demo sounds cool; what's going on with your calc?

1234
TI Z80 / Axe Raycaster
« on: December 03, 2010, 07:16:28 am »
*ahem* introducing a little side project I've been working on: a raycasting engine in Axe :D
Runs faster on 15Mhz models (maybe a little too fast) and a bit slower on 6mhz models (almost too slow  :P)
It's very basic right now, and supports single color walls (no textures or sprites), but it does have collision testing and all the basic features of a raycasting engine :D (rotation, moving, etc.) and can be used to make a (sort of) enterntaining maze game ;) It only uses the first 80 columns of the screen (for speed, and because I'm too lazy to change it. Also I'm sure this area could be used when making a real game for a user display or something)



use left/right to turn, up/down to go forward/backwards respectively. You can press Mode to view the map, and 2nd to quit the map. Press clear to exit the game.

Maps are currently 96x64, and the program will take the picture from OS Pic3 to be the map.

Source is in....RAYSRC, executable is in RAY (nostub) A sample map is included

Currently sits at under 1000 bytes ;D

Things I might add sometime are textures (or at least another color of wall), scaled sprites (not too sure how that will work), and fixing any bugs you guys find. The only bug I've found so far is that everything looks kind of distorted if you get too close to it :P

1235
News / Re: Game Boy Color emulator for the TI-Nspire released
« on: December 02, 2010, 09:13:39 pm »
btw kalentor, welcome to omnimaga :P you can edit your past post using the (quick) modify button instead of posting a new one :P. as for your issue, what OS version do you have?
edit: ninjad

1236
Ash: Phoenix / Re: Ash: Phoenix
« on: December 02, 2010, 06:38:11 pm »
Yeah, I'll make a separate topic for that soon ;) (Note it's up to 1% over .1% now  ^-^)

1237
Humour and Jokes / Re: If TI made a microwave...
« on: December 01, 2010, 09:06:05 pm »
79: Every time the microwave overcooks something, the clock is reset

1238
Ash: Phoenix / Re: Ash: Phoenix
« on: December 01, 2010, 08:51:59 pm »
Okay, felt like doubleposting, but hey, it's a project update :) So I finished one of the unique transitions for the secret boss ;) Run Asm(prgmA1) to see what it is

As a small status update, i'm now working on entering all the move data into the database because that has to be done before I can implement enemy-generation and learning moves. Some other things I also have to work on are gaining items from battles, shops (still), making NPC's change their appearance (turn to face you, have switches change from 'up' to 'down' positions, having the NPC change tiles in the map (not too hard), and the event/cutscene routine. That is literally all the coding left for the engine :D: after that it's just a bunch of data-entering, spriting, and map designing :)

1239
TI Z80 / Re: "Maxwell's Demon" Port (Axe)
« on: December 01, 2010, 08:50:51 pm »
lol, sorry if I wasn't too clear.

The code is some crazy optimized thing that Quigibo came up with so I'm not too sure why it works either :x. But what it will do is take the buffer located at P and 'or' it over what's on the screen (in L6), just like how in BASIC you can do 'recallpic 1' and it will draw Pic 1 over what's already on the screen (which is what I think you're trying to do, right?)

1240
TI Z80 / Re: "Maxwell's Demon" Port (Axe)
« on: December 01, 2010, 08:37:23 pm »
So you would want to do something similar to TI-BASIC RecallPic, where it writes whats on the 3rd/4th buffer to what's on the screen?
Code: [Select]
.# represents the 16-bit or operation
L₆→A
While -768-L₆
{A}ʳ#{A+P-L₆}ʳ→{A}ʳ+1→A
End

and repeat subbing in L3 for L6 and P+768 for P for the backbuffer

1241
TI Z80 / Re: "Maxwell's Demon" Port (Axe)
« on: December 01, 2010, 07:23:58 pm »
As for having a space for two more buffers, you can just create a temporary appvar at the beginning of your game: GetCalc("appvTemp",1536)->P To copy to these 3rd and 4th buffers, you could do Copy(L6,P,768):Copy(L3,P+768,768) to save the both the buffer and backbuffer to these buffers. you can also use the pt-on/off/change/mask commands to these buffers with Pt-On(Y,X,Pic)->P for normal and Pt-On(Y,X,Pic)->P+768 for grayscale

1242
Axe / Re: Probably a dumb question.
« on: December 01, 2010, 06:11:48 pm »
This snippet of asm(hex) will run nostub progs :P I don't think you could run programs made for shells though without having the shell routines somehow integrated into your program or on the calc (not sure about this though)
Code: [Select]
PAsm(E7EF7C4E)This would execute the program whose name is pointed to by P, just as if you had run it by typing Asm(prgmNAME) on the homescreen

1243
Ash: Phoenix / Re: Ash: Phoenix
« on: December 01, 2010, 05:41:01 pm »
They take up (virtually) no space in the app-200 bytes at most, I'd say. Hooray for executing external programs from apps :D

1244
Ash: Phoenix / Re: [Ash:Phoenix]What happens when you die
« on: December 01, 2010, 07:13:08 am »
So today I tried loading from the restore point that would be set by visiting and inn by dying...except I had forgotten to define it. So it was loading random data from $8000 into the save file: 1337! ;D

1245
Ash: Phoenix / Re: Ash: Phoenix
« on: December 01, 2010, 07:08:49 am »
I think I will have them be randomized, but for some bosses I might create some special transitions. FinaleTI, I haven't forgot about that one....I might use it for the secret boss ;)

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